/*  PCSX2 - PS2 Emulator for PCs
 *  Copyright (C) 2002-2023  PCSX2 Dev Team
 *
 *  PCSX2 is free software: you can redistribute it and/or modify it under the terms
 *  of the GNU Lesser General Public License as published by the Free Software Found-
 *  ation, either version 3 of the License, or (at your option) any later version.
 *
 *  PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
 *  without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
 *  PURPOSE.  See the GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License along with PCSX2.
 *  If not, see <http://www.gnu.org/licenses/>.
 */

#pragma once

#include "GS/Renderers/OpenGL/GLContext.h"

#include "glad_egl.h"

#include <span>

class GLContextEGL : public GLContext
{
public:
	GLContextEGL(const WindowInfo& wi);
	~GLContextEGL() override;

	static std::unique_ptr<GLContext> Create(const WindowInfo& wi, std::span<const Version> versions_to_try);

	void* GetProcAddress(const char* name) override;
	virtual bool ChangeSurface(const WindowInfo& new_wi) override;
	virtual void ResizeSurface(u32 new_surface_width = 0, u32 new_surface_height = 0) override;
	bool SwapBuffers() override;
	bool MakeCurrent() override;
	bool DoneCurrent() override;
	bool SetSwapInterval(s32 interval) override;
	virtual std::unique_ptr<GLContext> CreateSharedContext(const WindowInfo& wi) override;

protected:
	virtual bool SetDisplay();
	virtual EGLNativeWindowType GetNativeWindow(EGLConfig config);

	bool Initialize(std::span<const Version> versions_to_try);
	bool CreateDisplay();
	bool CreateContext(const Version& version, EGLContext share_context);
	bool CreateContextAndSurface(const Version& version, EGLContext share_context, bool make_current);
	bool CreateSurface();
	bool CreatePBufferSurface();
	bool CheckConfigSurfaceFormat(EGLConfig config) const;
	void DestroyContext();
	void DestroySurface();

	EGLDisplay m_display = EGL_NO_DISPLAY;
	EGLSurface m_surface = EGL_NO_SURFACE;
	EGLContext m_context = EGL_NO_CONTEXT;

	EGLConfig m_config = {};

	bool m_supports_surfaceless = false;
};
